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Howto:Shader programming in FlightGear

1,252 bytes added, 05:11, 13 October 2014
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They show up in the Property Tree under sim/rendering/als-secondary-lights and can be activated or manipulated by normal Nasal calls or XML.
[[File:als_secondary_lights_fog.jpg|1024px|thumbnail|ALS Landing Lights combined with Fog Effect]]
=== Effects File ===
{{Note|need link to Effects Doc here to explain the details of the effects file}}
The effects file is the mechanism we use to combine and manipulate all the necessary data to create stunning visual effects. It's the link between the data contained and produced in Nasal, XML and the Property Tree and the graphics rendering pipeline. It's there to allow us to create these affects without having to know or use the C++ code base. Its flexible framework allows for an almost infinite range of sophisticated effects.
==== Parameters ====
|title=ALS landing lights
|author=Thorsten Renk |date= Sat Oct 11, 2014 1:28 -0700}}</ref>|Thorsten Renk}}
{{cquote|Inheritance works like this:
The base effect has a list of things
A1 B1 C1 D1
The second effect inherits 1 but just declares C2 and E2, so then the list is
A1 B1 C2 D1 E2
The third effect inherits from 2 and declares A3, so then the list is
A3 B1 C2 D1 E2
whereas if the third effect would inherit from 1, then the list would be
A3 B1 C1 D1
So if already present, inheritance overrides, if not present it adds. I suspect that's why programs need to be indexed, so they they override and don't add...<ref>{{cite web |url=
|title=ALS landing lights
|author=Thorsten Renk |date= Sat Oct 11, 2014 11:33 -0700}}</ref>|Thorsten Renk}}

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